Example #1
0
    public static FadeMaterial Do(Material material, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del)
    {
        FadeMaterial fadeMaterial = (FadeMaterial)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.FadeMaterial);

        fadeMaterial.Start(material, mode, dest, interp, dur, delay, startDel, del);
        return(fadeMaterial);
    }
Example #2
0
        private void RegisterFadeMaterials()
        {
            Renderer[] rendererChildren = sceneGameObject.GetComponentsInChildren <Renderer>();

            foreach (Renderer renderer in rendererChildren)
            {
                FadeMaterial fadeMaterial = null;

                switch (propertyType)
                {
                case MaterialPropertyType.Float:
                    fadeMaterial = new FloatFadeMaterial(renderer, propertyNameID);
                    break;

                case MaterialPropertyType.Color:
                    fadeMaterial = new ColorFadeMaterial(renderer, propertyNameID);
                    break;
                }

                if (fadeMaterial.IsValid())
                {
                    fadeMaterials.Add(fadeMaterial);
                }
            }
        }
Example #3
0
 public static void ChangeState(bool opaque, GameObject target, string action)
 {
     if (_fadeMaterial == null)
     {
         if ((_fadeMaterial = GameObject.FindObjectOfType(typeof(FadeMaterial)) as FadeMaterial) == null)
         {
             Debug.LogError("Fade not found : add FadeMaterial.prefab in your hierarchy");
             return;
         }
     }
     _fadeMaterial.action = action;
     _fadeMaterial.target = target;
     _fadeMaterial.opaque = opaque;
     _fadeMaterial.fireEvent = (target != null && action != "");
 }
Example #4
0
    IEnumerator destroyCoroutine()
    {
        foreach (GameObject particle in particles)
        {
            FadeMaterial fader = particle.GetComponent <FadeMaterial>();
            if (fader != null)
            {
                fader.FadeOut();
            }
        }
        yield return(new WaitForSeconds(1));

        foreach (GameObject particle in particles)
        {
            Destroy(particle);
        }
        particles = new List <GameObject>();
    }
Example #5
0
    // Use this for initialization
    void Start()
    {
        foreach (var trigger in EntryTriggers)
        {
            trigger.SetRoofTrigger(this);
        }

        foreach (var currentFadeObject in ObjectsToFade)
        {
            if (currentFadeObject.renderer != null)
            {
                Material material = currentFadeObject.renderer.material;
                if (material != null)
                {
                    FadeMaterial newFadeMaterial = new FadeMaterial();
                    newFadeMaterial.material     = material;
                    newFadeMaterial.initialAlpha = material.color.a;

                    m_materialsToFade.Add(newFadeMaterial);
                }
            }
        }
    }
Example #6
0
    IEnumerator displayCoroutine(int protons, int electrons, int neutrons)
    {
        if (particles.Count > 0)
        {
            foreach (GameObject particle in particles)
            {
                FadeMaterial fader = particle.GetComponent <FadeMaterial>();
                if (fader != null)
                {
                    fader.FadeOut();
                }
            }
            yield return(new WaitForSeconds(1));

            foreach (GameObject particle in particles)
            {
                Destroy(particle);
            }
        }
        this.protons   = protons;
        this.electrons = electrons;
        this.neutrons  = neutrons;
        this.CreateAtom();
    }
Example #7
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            #if UNITY_EDITOR
            UnityEditor.EditorApplication.isPlaying = false;
            #else
            Application.Quit();
            #endif
        }

        if (city != null)
        {
            if (Input.GetKeyDown(KeyCode.M))
            {
                foreach (Transform t in city.transform)
                {
                    FadeMaterial fader = t.GetComponent <FadeMaterial>();
                    if (fader.house)
                    {
                        fader.toggleFade();
                    }
                }
            }
            if (Input.GetKeyDown(KeyCode.G))
            {
                foreach (Transform t in city.transform)
                {
                    FadeMaterial fader = t.GetComponent <FadeMaterial>();
                    if (!fader.house)
                    {
                        fader.toggleFade();
                    }
                }
            }

            if (Input.GetKeyDown(KeyCode.P))
            {
                foreach (Transform t in city.transform)
                {
                    SelectProfile profile = t.GetComponent <SelectProfile>();
                    if (profile != null)
                    {
                        profile.toggleAlwaysShown();
                    }
                }
                Color c = new Color(RenderSettings.ambientLight.r, RenderSettings.ambientLight.g, RenderSettings.ambientLight.b + .1f);
                RenderSettings.ambientLight = c;
            }
            if (Input.GetKeyDown(KeyCode.C))
            {
                foreach (Canvas c in FindObjectsOfType <Canvas>())
                {
                    if (c.name.StartsWith("Can"))
                    {
                        c.enabled = !c.enabled;
                    }
                }
            }
        }
    }
Example #8
0
 void Awake()
 {
     fade = this;
 }
 void Start()
 {
     cameraScript = Camera.main.GetComponent<ThirdPersonCameraScript>();
     image = UIImage.GetComponent<Image>();
     infectionScript = GetComponent<TowerInfectionScript>();
     materialScript = GetComponent<FadeMaterial>();
     sfxSource = gameObject.AddComponent<AudioSource>();
     chargeSource = gameObject.AddComponent<AudioSource>();
     musicSource = GameObject.FindGameObjectWithTag("MusicController").GetComponent<AudioSource>();
     m_originalLightValue = ChannellingLight.intensity;
 }
Example #10
0
    public float loadCity(string path)
    {
        this.cityPath = path;
        GameObject city = new GameObject("City");

        this.city = city;
        GetComponent <KeyBoardInput>().setCity(city);

        // Create and set parent
        File.ReadAllText(path);
        GameObject[] houses = ObjReader.use.ConvertFile(path, false, material, transparent);
        foreach (GameObject house in houses)
        {
            house.transform.SetParent(city.transform);
        }
        // Compute Scale
        float minX, maxX, minZ, maxZ, minY, maxY;

        minX = 0;
        maxX = 0;
        minY = 0;
        maxY = 0;
        minZ = 0;
        maxZ = 0;

        foreach (GameObject house in houses)
        {
            Mesh  mesh = house.GetComponent <MeshFilter>().mesh;
            float mx   = (mesh.bounds.center - mesh.bounds.extents).x;
            float Mx   = (mesh.bounds.center + mesh.bounds.extents).x;
            float my   = (mesh.bounds.center - mesh.bounds.extents).y;
            float My   = (mesh.bounds.center + mesh.bounds.extents).y;
            float mz   = (mesh.bounds.center - mesh.bounds.extents).z;
            float Mz   = (mesh.bounds.center + mesh.bounds.extents).z;

            if (mx < minX)
            {
                minX = mx;
            }
            if (Mx > maxX)
            {
                maxX = Mx;
            }
            if (my < minY)
            {
                minY = my;
            }
            if (My > maxY)
            {
                maxY = My;
            }
            if (mz < minZ)
            {
                minZ = mz;
            }
            if (Mz > maxZ)
            {
                maxZ = Mz;
            }
        }

        // Move gravity point to center
        foreach (GameObject house in houses)
        {
            Mesh    mesh   = house.GetComponent <MeshFilter>().mesh;
            Vector3 center = mesh.bounds.center;

            // Move vertices accordingly
            List <Vector3> newVertices = new List <Vector3>();
            foreach (Vector3 vertex in mesh.vertices)
            {
                newVertices.Add(vertex - (center - house.transform.position));
            }
            house.transform.position = center;
            mesh.vertices            = newVertices.ToArray();

            mesh.RecalculateBounds();
        }

        // Add house components
        for (int i = 0; i < houses.Length; i++)
        {
            GameObject house = houses[i];

            house.AddComponent <SelectProfile>();

            BoxCollider collider = house.AddComponent <BoxCollider>();
            collider.center = Vector3.zero;

            HouseIdentity identity = house.AddComponent <HouseIdentity>();
            identity.id = i;



            FadeMaterial fader = house.AddComponent <FadeMaterial>();
            fader.original = transparent;
            fader.fade     = material;
            fader.house    = true;
        }
        TreeBuilder treeBuilder = new TreeBuilder(city);

        treeBuilder.buildNearestTree();
        wireGOs = treeBuilder.createWires(wirePrefab, sparkPrefab);

        return(Mathf.Max(Math.Abs(minX), maxX, Math.Abs(minY), maxY, Math.Abs(minZ), maxZ));
    }